3.) Messenger Down! (Fargo N.D. Area)

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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

3.) Messenger Down! (Fargo N.D. Area)

Post by Daniel »


Messenger Down!

EX MACHINA REDUX
The Tomorrow Legion has come into possession of an enigmatic piece of hardware: the partial head and torso of a powerful combat robot of unknown origin.

Your job is to catch up to them. Take the machine from them.

Argent Goodson doesn’t care if you kill or incapacitate the Legion. Just make sure a few, or all, live. Destroy the vehicle he gave them, steal the cargo and leave a storage unit nearby for them to find.

Mission Priority:
  1. Steal the cargo (You have done this!).
  2. Destroy the APC (The pirates you took out, they destroyed the APC already, so done!).
  3. Leave the storage unit for Legion to find (You have captured two surviving Legion members and left the cargo storage unit for them to find. - done!).

Afterwards - get the stolen cargo to New Medora (N. Dakota).
You are on your way!



Fergus Falls, Minnesota
November 26th, 109 P.A.
Late Afternoon


Repairs completed on the Mammoth APC, in just under the promised two hours, the town mechanic, Zahn, tosses a greasy handkerchief at his desk, hands shaking and nods at the James Jameson. The Captain of the Guard showed up minutes before to check on the progress of repair. Slapping a hand down on the mechanic’s shoulder the Captain smiles, ”See Zahn! You did it. Under two hours. Now get out of here.”

Sweating profusely, Zahn stutters, My p..p..pay? I…”

A sharp look from the Captain shuts the still intoxicated man up and the mechanic bee lines his way from his shop to the bar.

One UltiMax RPA and the Captain of the Guard politely escort you to the edge of King Wilport’s territory. Which is about a mile outside town.

Coming to a halt, hovering in place on his Hovor Cycle James Jameson waves at you as you leave.

Jameson watches as the Mammoth rolls by, Sparky marches past in his power armor, Berk rides Stompy by and Lance gallantly rides Steed past the edge of their territory .

Radioing the Agents a farewell, Jameson says: ”No hard feelings eh? Just keeping my town safe. Once things cool off y’all are welcome back another time.”

You are on the last leg of your trip, in the Wastelands of North West Minnesota, roughly 380 miles to New Medora. With luck you should arrive in five or a little less hours.



The Red River of the North
Near Fargo N. Dakota
November 26th, 109 P.A.
Evening (Nearly Sunset)


The Red River of the North separates the old American states of Minnesota and N. Dakota, forming and following most of the border of Minnesota and N. Dakota. It empties into Lake Winnipeg, whose waters join the Nelson River and ultimately flow into Hudson Bay. In the centuries since the Coming of the Rifts this river has swelled in size and just how deeply it snakes its way across N. America. Reaching from Canada (Manitoba) down the the tip of Kansas, across both Dakota’s and Nebraska.

The reddish sun in the sky reflects beautifully off the flowing yet calm waters of the River. Either side of it are flatlands with low green brush and plants, snow melted now, the ground only slightly damp. On the edges of both banks of the river there are dense trees. The cracked, damp, wide dirt road you are on abruptly ends at the river. It looks like there once was an old world, pre-apocalyptic cement bridge here.

Following you at a distance and high, high overhead is the Cloud City.

Crossing the river on Stompy looks totally feasible. The Mammoth also, even done with care, smaller mounts or vehicles. It’s obvious that this area, with the dense trees, makes a great ambush point.

Rupetta predicted the half man cyborg would attack the Agents once outside of Fergus Falls. If it’s coming, this seems like a likely location.

Image
Bridge is down in the time of Rifts, but this is generally the view.


As you arrive at the bank of the river …

Heavy duty energy fire ripples upward from the far bank. At first you think (predictable!) someone is firing upon your group. That is until you see the intended target being blasted.

The Agents see a strange aircraft flying overhead, obviously undergoing technical problems. Even in the dusk hours you can see the plane is trailing smoke, making the normally “invisible” aircraft stand out. None of the Agents can identify it, even experienced pilots, but it is clearly a sophisticated stealth aircraft. It crashes nearby, on your side of the bank of the river and as the Agents approach, they see a single figure emerge from the wreckage.

A Draconic Interlude
You will all note that the Shifter and the Robot Pilot (Gun Wolf) and crew are moved to Seasonal Employees. Both Players are welcome still but on hiatus. Joining us is the young Dragon Oz.

Having completed his training and interview Oz was instructed to head to New Medora, North Dakota. His first mission to escort a slick looking aircraft traveling from New Cederville Michigan to Medora. His instructions were: Stay out of sight. Watch the aircraft. If in the super unlikely event it comes under attack, it won’t, but better safe than sorry, protect the sole occupant of the ship. Once safely in New Medora report to Agent Valentine for your next assignment.

As the aircraft flys it’s easy enough for Oz to fly along with it or even if desired hold onto the craft as it flys.

When the aircraft is shot out of the sky and crashes on the banks of a river Ozy sees the opportunity to shine. Time to save whoever the occupant of the slick craft is!


The communications device that Sparky has crackled and sputtered. A transmission trying to transmit. Interference makes it hard to make out.

”Agen…….. Val…tine…. Zzzzzzkkkkrrrrt …. Mission priority…… ccccrrrrr……. Ensure Dr. Hal …fdghhhgghhhhjj… is saved!”
Dragon isssssssss an Agent….. asset. Mak… ffghhj sure to….”


The transmission abruptly stops.

From across the river on the opposite bank you hear the loudspeaker of a vehicle activate, ”Nnnnn hehehe no mmm more chattttting wi…with h..h..him! Killlllllllll hehehehe th hehehe mmmm all!”

The voice belonging to the half man cyborg. The one and only and very same from Fergus Falls.

From the opposite bank dozens of figures move.

From the wreckage one human looking middle aged man emerges wearing Titan designed personal EBA. Staggering he looks stunned from the crash, but alive.



Image A Stealthy looking airship is shot out of the sky.





Combat!

Highest # goes first.

Sparky Red Joker and # 55
Berk & Stompy 4 of Diamonds and # 10 … now a 52 because of Rupetta!
Lance Jack of Clubs and # 37
Rupetta Queen of Hearts and # 43
Oz Queen of Diamonds and # 42
Caiden 3 of Spades and # 8

Hal 7 of Clubs and # 21

JT and Crew 9 of Clubs and # 29


Character/Player/NPCInitiative Order
SparkyRed Joker
BerkChanged by Rupetta
ReputtaQH
Oz QD
LanceJC
James T and Crew9C
Hal7C
Berk & Stompy4D
Caiden3S


Post in whatever order. The Initiative Order will only matter if it matters. You know what I mean.

Sparky! Joker! All your rolls are at +2 and Everyone gets a Bennie. Wow. Way to start things!

Please track your ISP PPE Ammo etc. thank you.

FYI: I will post as James T and his Crew and as Hal. Their attacks I’ll post but will wait until you guys get going.

Combat Map? Here go:
On the one side of the river is all of the Agents. Plus the crashed ship. Consider Oz to be on this side too. On the far bank is the half man (James T) and his goons.

Those goons? Yeah. Here they are:
G1 located at E1: Full conversion Cyborg Commander. T 32 (4) P 6. He is a Wild Card.
G2 etc to G12 are all Full conversion Cyborg. T 22 (4) P 6. They are Extras.
James T (Wild Card) is inside a Vehicle at E8. There are two mercenaries in the APC with him. The 2 that carried him off earlier in Fergus Falls. They are Wild Cards. The APC is a GAW Bradley.
Bradley Stats.
Bradley Stats.
Remaining Mods are both utilized. You’ll see ….




Note: Per Discord.
Image


Note

At the end of this combat our bennies etc will reset.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Rupetta
Posts: 15
Joined: Mon Jan 09, 2023 8:43 pm

Re: 3.) Messenger Down! (Fargo N.D. Area)

Post by Rupetta »


TL;DR
  • Everyone gets +2 to Shooting rolls due to Inspire
  • Everyone gets +1 to Fighting rolls due to Fervor
  • 31 AP 14 damage and 3 possible wounds to JTs Tank
  • 17 AP 14 damage to one random person in JTs Tank
  • 8 AP 4 damage to target G2 no effect
  • 15 AP 4 damage to target G4 no effect


2 Actions
Battle with Inspire edge to increase Shooting for allies. +2 for Scholar -2 for MAP. Total 0 modifier
Raise
(8) Everyone gets +2 to Shooting rolls this round
Battle 1d12!: [4] = 4
Wild Die 1d6!: [5] = 5
Spending a bennie
Battle 1d12!: [8] = 8
Wild Die 1d6!: [1] = 1

Shooting JT's APC with Medium Rail Gun. -2 for MAP, -2 for huge to large scale penalty, 2 points penalty negated due to STS. No recoil due to Imp stabilizers. Total -2 modifier.

Raise (11) one shot hit
Damage: 3d12!+3: [3, 12!, 2, 9]+3 = 29 Raise Damage + 1d6!: [2] = 2 = 31 AP 14. Effective 45 damage vs 30(14) toughness. 3 potential wounds to JTs tank (unless soaked via ace edge or other means).
Vehicle Critical Hit Table Roll: 2d6: [6, 4] = 10
Result: Crew! For direct damage, subtract the vehicle’s Armor (if appropriate for the victim’s position) and apply the remainder to a random crew member. 31-14 = 17 AP 14 damage to random person inside of the tank

Rate of Fire 3 (APC Medium Rail Gun)
Shooting 1d8!-2: [5]-2 = 3 Miss
Shooting 1d8!-2: [4]-2 = 2 Miss
Shooting 1d8!-2: [3]-2 = 1 Miss
Wild Die 1d6!-2: [3]-2 = 1 Miss

Spending a bennie ||Keeping this result||
Shooting 1d8!-2: [5]-2 = 3 Miss
Shooting 1d8!-2: [8!, 5]-2 = 11 Raise
Shooting 1d8!-2: [3]-2 = 1 Miss
Wild Die 1d6!-2: [2]-2 = 0 Miss

Spending another bennie
Shooting 1d8!-2: [3]-2 = 1 Miss
Shooting 1d8!-2: [2]-2 = 0 Miss
Shooting 1d8!-2: [3]-2 = 1 Miss
Wild Die 1d6!-2: [4]-2 = 2 Miss

Spending another bennie
Shooting 1d8!-2: [5]-2 = 3 Miss
Shooting 1d8!-2: [6]-2 = 4 Miss
Shooting 1d8!-2: [3]-2 = 1 Miss
Wild Die 1d6!-2: [4]-2 = 2 Miss

Spending final bennie!
Shooting 1d8!-2: [5]-2 = 3 Miss
Shooting 1d8!-2: [2]-2 = 0 Miss
Shooting 1d8!-2: [8!, 8!, 1]-2 = 15 Raise
Wild Die 1d6!-2: [5]-2 = 3 Miss


1d6!-2: [3]-2 = 1
1d6!-2: [2]-2 = 0
1d6!-2: [5]-2 = 3


Dumb bot Shooting right sponson anti-personnel ion blaster twice. -2 MAP negated by STS, +1 due to Rupetta's Inspire.
Shooting vs target G2 1d6!+1: [6!, 6!, 1]+1 = 14 Raise
Damage 3d8!+1d6!: [2, 1, 2]+[3] = 8 AP 4
Shooting vs target G4 1d6!+1: [5]+1 = 6 Hit
Damage 3d8!: [6, 6, 3] = 15 AP 4


“Ooooh nooo... It’s the guy. How improbable that we’ve run into him..” Rupetta spoke out over the radio with a deadpan sound to her voice that sounded even more unimpressed due to the poor modulation that she refused to fix on her end, or at the very least was incapable of doing. ”It’s a shame how they’re all clumped together like that. Maybe it’s time for the big assed Rhino Buffalo we had hidden away to come on out. Give em a taste of that thing you got that does stuff Berk!“

As Berk and Stompy would come charging out of their hiding place, Rupetta would call out over the megaphone across the river. “Okay so you guys can’t see this cause I’m in this tank here, but I waved my hand across my chest and pointed it forward in an epic motion just now. But I can assure you that it was really cool!”

“Alright ladies! You’re big damn heroes! Heroes that aren’t just in it for the money! Well actually we’re in it for the money, but God damn we’re out here saving peoples lives, and that’s something! Sure, yeah those lives are our lives. But there’s also the life of the guy in the downed aircraft. Think about him, think about his family. In the event he’s a he - If not, think about her family, or their poly relationship that crashed and burned due to jealously with the only thing keeping them alive is a chronic alcoholism and a desire to make sure that their children don’t go down the same depressing path that they did. Look at em, he works for Titan Robotics! Who wants that for their kids? Think of the god damned children. Also if you all shoot at least one thing each I’ll stop talking for like 5 minutes! Rupetta shouted out her inspiring speech over the megaphone, though no longer talking from the communications officers chair.

Indeed she was now peering out of the screen from the rail gun turret seat instead as she noticed everyone seemed to be particularly inspired by her words, including the semi autonomous robot inside of the APC. Possibly because she would spend her days talking to it non stop like it was a real person after Caidien had enough of her. The little grey box that could fired off its ion blasters several times, managing to hit the cyborg mooks across the river, though it wasn’t certain if their heavy armor plating would simply absorb the shots or not.

For herself, Rupetta simply unleashed a hail of hyper magnetic gunfire from the main railgun turret towards the tank across the river with the stuttering cyborg in it. As with most spray and pray devices, the large majority of the gunfire outright missed the target as it obliterated rocks and trees into small explosive clouds of sawdust that littered the area. Thankfully this also meant that the seemingly randomly blasted rounds managed to potentially nearly obliterate the opposing tank and the crew inside as the slugs simply kept going.

Hoooo shit, I love this thing! You see that Caiden? See how I did that thing where the thing happened and hot damn I blew up some stuff? Look at it! Rupetta shouted out from within the tank towards the driver. “Hey! See if you can give em a few blasts with the laser next to ya. If it’s too clunky though you could wheel us around port side and use the left ion blaster, it’s better for takin out weenies. Just watch out for overheating yeah? I heard those things blow up if you’re not careful.
Last edited by Rupetta on Thu Apr 06, 2023 5:35 am, edited 1 time in total.
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Lance
Posts: 96
Joined: Fri Jun 29, 2018 9:25 pm

Re: 3.) Messenger Down! (Fargo N.D. Area)

Post by Lance »

TLDR, Lance is Vulnerable, G1 takes 1 Wound, then is Shaken
Dem Rolls:
4 Bennies to start
Moving at top speed (Mounted Charge) towards G1 (even treating water as Difficult Terrain, Top Speed 75 MPH = Pace 112, so.... Will attack G1 twice with Lance. End Movement in E3, Vulnerable.
Fighting Modifiers: Base d12+3, -2 MAP, +1 Fervor, Wild Attack +2, Called Headshot -4 = Straight d12. G1 Parry 6.
Damage Modifiers: Base Damage d12+3d4+3, +4 Charging, +2 Wild Attack, +4 Headshot, AP 16 for MDC target = d12+3d4+13 AP 16. G1 Net Toughness 28.
Attack 1:
Fighting d12!!: [4] = 4
Wild Fighting d6!!: [4] = 4
Bennie
Fighting d12!!: [3] = 3
Wild Fighting d6!!: [4] = 4
Bennie
Fighting 1d12!!: [2] = 2
Wild Fighting 1d6!!: [1] = 1
Bennie?
Fighting 1d12!!: [6] = 6
Wild Fighting 1d6!!: [5] = 5
Hit, finally.
Hit Damage 1d12!!+3d4!!+13: [7]+[6!!, 1, 6!!]+13 = 33
Attack 2:
Fighting d12!!: [2] = 2
Wild Fighting d6!!: [2] = 2
Last Bennie:
F-word 1d12!!: [7] = 7
Wild F-Word 1d6!!: [11!!] = 11
Raise!

Raise Damage 1d12!!+3d4!!+1d6!!13: [6]+[2, 1, 7!!]+[2] = 18
Ooops. Dropped a + sign, there, so it's actually 31--which, of course, just Shakes him
Lance sees that one of the squad of heavies is off to the side, and correctly figures that's the commander. "I challengeth thee, miscreant!" And he spurs Steed forward. The robot has no trouble forging through the waters, but the same cannot be said for Lance--while he makes it across, as they are clearing the bank on the other side of the river, and thus only scores a couple of glancing blows against the cyborg.

Still, he is at least on the right side of the river to distract the enemy ranks.
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d10, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 18 (8) or Ranged 22 (12)
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill), Imp. Counterattack
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics (12/14 Strain):
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes, Drill
Bennies: 3/3
  • Q2/19 Adventure Cards:
    Cutting In Line Draw 3 initiative cards and keep the highest.
    Inspiration Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
“Steed” (Heavy Warhorse with Cybernetics)
[list] Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
[*]Fighting d8; Notice d6
[*]Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
[*]Size +3
[*]Kick: Strength +2d6 MD [/list]
User avatar
Ozy “Oz”
Posts: 48
Joined: Mon May 09, 2022 2:49 pm

Re: 3.) Messenger Down! (Fargo N.D. Area)

Post by Ozy “Oz” »

Language (English): d6!: [4] = 4 , Wild d6!: [3] = 3

A gutteral deep voice comes over comms. "This is Agent Mandius, I am really digging the energy my new work friends, but maybe we could pause the motivational speeches until we arent being shot at. I got the guys across the river. You secure the package and make sure he stays secure." The Dragon flies across the river. He lands on the outer perimeter of the attackers and exhales an 18" cone of poisonous gas over as many attackers as possible. He then bites the closest one still standing after breath weapon.

Toxic Breath: Can breathe a purple poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18" distant. Those without EBA must check Vigor at (-2 with a raise) or be Incapacitated for 1d4 minutes; double with Critical Failure.
Athletics d6!-2: [6!, 3]-2 = 7 Success, Wild d6!-2: [2]-2 = 0

Bite: Fighting d6!-2: [4]-2 = 2 , Wild d6!-2: [5]-2 = 3
Bennie: Fighting d6!-2: [6!, 4]-2 = 8 , Wild d6!-2: [3]-2 = 1 +1 Rupetta - 2 Size Difference = 7 Success Damage: d12!+3d4!+3: [11]+[4!, 4!, 1, 1, 4!, 3]+3 = 31 + d6!: [4] = 4 = 31 MD, AP 6

Oz's voice booms as he yells, "Surrender now and you will be spared and treated well for prisoners. Persist and your employers will have to sift through every bit of my scat to know that you ever existed." Extends Frills (Free Action) Intimidate d4!-2: [4!, 1]-2 = 3 5 no penalty Wild d6!-2: [2]-2 = 0 - Opponents at -2 to resist
Last edited by Ozy “Oz” on Mon Apr 24, 2023 5:53 am, edited 3 times in total.
Agent Ozy "Oz" Mandius
Bennie: 1/2
Dragon Wounds: 4/4
Human Wounds: 3/3
PPE: 30/30
ISP: 20/20
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Berk
Posts: 28
Joined: Fri Feb 18, 2022 1:15 pm

Re: 3.) Messenger Down! (Fargo N.D. Area)

Post by Berk »

Stompy Running: 1d8 (due Fleet Footed)
  • 1d8: [1] = 1
Fighting (Gore) at Bradley IFV (+2 due Wild Attack, +1 due Rupetta, -2 due Running... cancelled due Charge, both Large) Using Frenzy
  • Fighting 1: 1d8!!+3!!: [4]+3 = 7
    Fighting 2: 1d8!!+3!!: [7]+3 = 10
    Wild: 1d6!!+3!!: [3]+3 = 6
    Result: 7 - Hit, 10 - Hit with Raise
    • Damage 1: 1d12!!+6!!: [8]+6 = 14 (Str) + 2d6!!: [2, 5] = 7 AP6 (Horn) + 4 (Gore) + 2 (Wild Attack) = 27AP6 - Shaken.
      • Bennie Reroll: 1d12!!+6!!: [5]+6 = 11 + 2d6!!: [5, 2] = 7 AP6 + 6 = 24AP6
      Damage 2: 1d12!!+6!!: [4]+6 = 10 (Str) + 2d6!!: [3, 5] = 8 AP6 (Horn) + 1d6!!: [3] = 3 (Raise) + 4 (Gore) + 2 (Wild Attack) = 27AP6
      • Bennie Reroll: 1d12!!+6!!: [7]+6 = 13 + 2d6!!: [1, 3] = 4 AP6 + 1d6!!: [2] = 2 + 4 + 2 = 23AP6
        Bennie Re-Reroll: 1d12!!+6!!: [11]+6 = 17 + 2d6!!: [1, 10!!] = 11 AP6 + 1d6!!: [5] = 5 + 6 = 39AP6 - 3 Wounds.

Free Action: Psionics (Boost Trait - Shooting) d10 -> d12+3 (Armor) -> d12+5 (Cost of -1)
  • Psionics: 1d12!!+5!!: [7]+5 = 12
    Wild: 1d6!!+5!!: [3]+5 = 8
    Result: 12 - Success with Raise. Shooting -> d12+1. Cost 1 ISP.
Action 1: Havok on G2-G12 except G6 (Blast Template) - d12+1 +2(Rupetta), -2(Unstable Platform), +3(Gun and Scope), -4 due MaP... so d12
  • Shooting: 1d12!!: [11] = 11
    Wild: 1d6!!: [4] = 4
    Result: 11 - Hit with Raise.
    • Anyone touched by the template is Distracted and must then make a Strength roll (at −2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center). Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it’s a spiked wall or other more dangerous hazard).
Free Action: Activate MD Damage
  • Result: 2 PP for MD for 5 Rounds
Action 2:
  • Shooting at G6 (Same d12 as Action 1)
    Shooting: 1d12!!: [3] = 3
    Wild: 1d6!!: [5] = 5
    • Bennie Reroll
      • Shooting: 1d12!!: [5] = 5
        Wild: 1d6!!: [8!!] = 8
    Result: 8 - Hit with Raise.
    • Damage: 4d6!!+2!!: [5, 11!!, 9!!, 3]+2 = 30 AP4 + 1d6!!: [2] = 2 (Raise) = 32AP4 - 3 Wounds
Action 3: Shoot at G2 (Same d12 as Action 1)
  • Shooting: 1d12!!: [6] = 6
    Wild: 1d6!!: [3] = 3
    • Bennie Reroll
      • Shooting: 1d12!!: [9] = 9
        Wild: 1d6!!: [1] = 1
    Result: 9 - Success with Raise.
    • Damage: 4d6!!+2!!: [2, 2, 1, 5]+2 = 12 AP4 + 1d6!!: [4] = 4 (Raise) = 16AP4
      • Bennie Reroll
        • Damage: 4d6!!+2!!: [13!!, 8!!, 14!!, 5]+2 = 42 AP4 + 1d6!!: [1] = 1 = 43AP4 - 6 Wounds - Hits Wound Cap of 4 Wounds


At Berk's signal, Stompy charges across the river and LEAPS onto the far shore and SLAMS his horn repeatedly into the side of the APC. During the wet crossing, Berk draws upon a zen-like state and uses his Storm Rifle to blast the majority of the Cyborgs with a Whirlwind from his Storm Rifle before supercharging it and blasting lightning straight into the center of two of the Combat Cyborgs' chest plates and deep into their chassis.

Rupetta said to "Think of the god damned children"... what does she mean by that... are we to save these children, or are they for the stew pot? These combat cyborgs will have almost nothing usable for the stew pot...
Toughness: 15 (6)
ISP: 32/45
Pace: 5 (d4)
Parry: 4

Bennies: 3 / 3
  • Base
Wounds: None
Fatigue: None
User avatar
Sparkmort Zipwidget
Posts: 18
Joined: Mon Jan 09, 2023 7:34 pm

Re: 3.) Messenger Down! (Fargo N.D. Area)

Post by Sparkmort Zipwidget »

Spark simply takes a knee and unloads with his rail gun, taking the cyborgs apart.


Three actions. Rock and Roll takes care of Recoil so STS will handle 2 points of MAP and the +2 from the Joker will handle the other 2 points of MAP.

Light Rail Gun 2d12+2 AP 10

First Attack - 2 hits, 1 raise
Shooting 1d10!!: [1] = 1 , 1d10!!: [9] = 9 , 1d10!!: [5] = 5
Wild Die 1d6!!: [3] = 3

Damage 2d12!!+2: [9, 1]+2 = 12 + Raise 1d6!!: [2] = 2 + 2 = 16, 2d12!!+2: [6, 5]+2 = 13 +2 = 15

Second Attack 3 hits, 1 raise
Shooting 1d10!!: [5] = 5 , 1d10!!: [9] = 9 , 1d10!!: [4] = 4
Wild Die 1d6!!: [4] = 4

Damage 2d12!!+2: [9, 9]+2 = 20 + 2 = 22, 2d12!!+2: [7, 8]+2 = 17 + Raise 1d6!!: [2] = 2 + 2 = 21, 2d12!!+2: [1, 8]+2 = 11 + 2 = 13

Third Attack 2 hits
Shooting 1d10!!: [6] = 6 , 1d10!!: [6] = 6 , 1d10!!: [2] = 2
Wild Die 1d6!!: [3] = 3

Spending a Benny to reroll damage
Damage 2d12!!+2: [1, 6]+2 = 9 + 2 = 11 2d12!!+2: [5, 10]+2 = 17 + 2 = 19, 2d12!!+2: [8, 21!!]+2 = 31 + 2 = 33


Sparkmort frowns as he ceases fire as his sensors note the damage, or lack thereof, he had managed. "Sonofabitch those are not your average cyborgs! Switching from guns to missiles it is."
"Don't Panic"

Sparkmort Zipwidget
Player: Jim
Active Alts: John Reid, Vixa
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: 3.) Messenger Down! (Fargo N.D. Area)

Post by Daniel »


Transition from Combat to Quick Combat



The Red River of the North
Near Fargo N. Dakota
November 26th, 109 P.A.
Evening (Nearly Sunset)


Rupetta’s sarcasm isn’t lost on the group. “How improbable that we run into him“ as she opens fire on the Bradley tank.

Lance boldly charges across the river, on Steed, barreling into the cyborgs.

Oz (flying dragon) announces he has been sent by Valentine, your boss, to assist. Swooping down he unleashes a toxic breath weapon across the borgs.

Berk & Stompy charge across the river - lightning erupts and Stompy slams into the borgs.

Sparky simply unloads his railgun into the multiple cyborg enemies, blasting them apart.





The Bradley WI (Wellington Industries) retrofit tank burned. Both Gus and Tank, the two Cyborg Mercenaries inside the tank with James T were dead. James clawed his way out of the burning wreckage and made his way towards the river. Looking exactly as one might expect in an old world zombie movie, no legs and bleeding, crawling, growling. Covered in grit, long hair wildly framing his sinister and determined sneer, the advanced and ruined half cyborg clawed his way closer to the river bank, away from the obliterated tank.

Rolling onto his backside the half man burst into a fit of maniacal laughter as he lifted a deadman’s switch in his right hand.

*Click*


James’ cybernetic thumb pressed down on a red button.

*Click - then - Boom*


Every cyborg warrior shook and jolted as micro fusion bombs erupted in their brains.

Collapsing as one, almost looking like a choreographed death scene the surviving opposition suddenly wasn’t.

The Agents had wrought down their own hell on the cyborgs, those that remained suddenly dropping dead.





From the remains of the crashed airship one man stumbled out and ran towards the APC Caiden drove.

Hal, human looking and in partial armor, runs closer to the Mammoth APC as his airship burns to a slag.

Panting with exertion Hal leans against the APC as the ruined form of James T sits upward and screams across the river: ”You!! Ha…hey gun.. Hagan!”

Doctor Hal Longenbach, head of design at Titan Industries, rushes from the crashed aircraft to the side of the Mammoth APC. Turning to look across the river when the half borg, James, screams : ”You!! Ha…hey gun.. Hagan!”

Dr. Longenbach sputters, ”Ja… James? How? Shite. Kill that half man!”

Pounding his fist on the side of the APC Dr. Hal screams at the Agents, ”Kill that traitor!”

The half man, James, pushes himself upright and points an accusatory finger at Hal: ”Ya.. yourrr dammmmned ro.. ro .. robot buddy an’ ya… wwww… will not g..g..get me!”

That’s when it gets weird.





Two Rolls

The half borg laughs and yells, “I converted some of your Berserkers! Have a taste of your own medicine Hagan!”

Shemarrian Berserker
“They fight with a skill and intensity that goes above and beyond that of even the Shemarrian Warriors. My men believe that these ‘berserker’ Shemarrians would give even a Juicer or Crazy a run for his money.”
  • – Excerpted from the Report of Sergeant Jean Moreau, Free Quebec Scout.
IMG_0254.jpeg
Fighting with vibro swords, railguns and claws, these nasty warriors move with the speed of a Juicer and attack like norse berserkers on acid. (Rifts Shemarrian Nation page 38).


The entire interaction is just odd. Dr. Hal is yelling to the Agents to destroy the half borg, who for his part seems ecstatic and excited to confront Hal. When the two dozen mounted warrior women step out onto the battlefield things heat up. Charging toward the Agents they unleash a barrage of railgun fire.

Roll 1

Spotting the Berserkers - Roll notice -2 (distracted). Two dozen of these warrior women ease their way out of the woods and arrive on the battlefield.
* Raise - Spot them quick and get +1 to your action roll.
* Success - Spot them and get an action roll at no mods.
* Failure - Slow to spot them and get -1 to your action
* Critical Failure - Only spot them when they bite you. Take -2 to your action and get bumps and bruises. (1 fatigue)


Roll 2

Fighting the Berserkes- Roll fighting, shooting, or battle or whatever appropriate skill and apply all of the modifiers you rolled above.
* Raise - You have done your job well!
* Success - You are competent and escape with only bumps and bruises. (1 fatigue)
* Failure - You are too slow and weak. You live but take 1 wound
* Critical Failure - Your failure is just sad. Take 1d4 wounds.

IMG_0255.png


Please make your rolls and post a narrative post.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Sparkmort Zipwidget
Posts: 18
Joined: Mon Jan 09, 2023 7:34 pm

Re: 3.) Messenger Down! (Fargo N.D. Area)

Post by Sparkmort Zipwidget »


+ 2 to Notice Rolls from Power Armor sensors
Notice 1d8!!+2-2: [5]+2-2 = 5
Wild Die 1d6!!+2-2: [1]+2-2 = 1

Spend bennie to reroll. Add +2 from Elan
Notice 1d8!!+4-2: [1]+4-2 = 3
Wild Die 1d6!!+4-2: [3]+4-2 = 5

Spend bennie to reroll. Add +2 from Elan
Notice 1d8!!+4-2: [7]+4-2 = 9
Wild Die 1d6!!+4-2: [2]+4-2 = 4



Shooting 1d10!!+1: [8]+1 = 9
Wild Die 1d6!!+1: [1]+1 = 2


Sparkmort sees the new combatants as soon as they move from cover and triggers his jump jets sending him bounding across the field across the river crossing their line of advance and firing short bursts as much to keep them honest and hopefully slow them down as much as to actually put them down.

If these ladies are as tough as that last bunch I'm really going to need a bigger gun. This is ridiculous.

"Let's get a move on people! I'll bring up the rear being the fastest after the APC. Unless you plan on staying here to make friends I'd say get your ass on the truck so we can make like a shepherd and get the flock out of here!"

As the troop gets moving Sparkmort bounds backwards in a zigzag pattern all the while focusing fire on anyone or anything that gets too close.
Last edited by Sparkmort Zipwidget on Tue May 02, 2023 5:56 pm, edited 1 time in total.
"Don't Panic"

Sparkmort Zipwidget
Player: Jim
Active Alts: John Reid, Vixa
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Ozy “Oz”
Posts: 48
Joined: Mon May 09, 2022 2:49 pm

Re: 3.) Messenger Down! (Fargo N.D. Area)

Post by Ozy “Oz” »

Notice: d6!: [5] = 5 Wild: d6!: [6!, 1] = 7
Fighting: d6!: [6!, 6!, 6!, 6!, 2] = 26 Wild: d6!: [2] = 2

Just as the Shemarians run on to the Battlefield amidst crazy ramblings Oz’s tail whooshes through the air slamming into a number of them. His gruff voice roars “I apologize ladies, that was a knee jerk reaction. Are you intending violence against us, or can we settle this as friends.”. Persuasion: d6!-2: [5]-2 = 3 , Wild d6!-2: [2]-2 = 0 Ozymandius you must remember to think before you act.

I hope I am doing a good job. It is really important I develop personal relationships with my coworkers so we can have hijinks with a side of shenanigans.
Agent Ozy "Oz" Mandius
Bennie: 1/2
Dragon Wounds: 4/4
Human Wounds: 3/3
PPE: 30/30
ISP: 20/20
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Rupetta
Posts: 15
Joined: Mon Jan 09, 2023 8:43 pm

Re: 3.) Messenger Down! (Fargo N.D. Area)

Post by Rupetta »

The side hatch of the APC opened up at the banging, as Rupetta popped into view yelling out at the man. "How about you get inside first dumbass?? Or do you prefer to have nothing between you and those giant hole makers they got?", then grabbing hold of Dr. Longenbach shoulders and throwing him inside with no manner of grace at all before she slammed her fist against the button that would reseal the hatch.

Ignoring the spluttering protests from the man, Rupetta made her way back to the comms officers seat as she scanned the horizon and took stock of the situation that had turned ever more confusing at each passing moment. Why did he blow up his comrades just now? Surely they would have been helpful against us still. And how the crap did he get micro bombs into all their heads like that without a single one of them noticing? Something about this doesn't add up. The merc thought to herself with gritted teeth, just barely noticing on time the extent of the large warrior women that suddenly emerged from the brush that began charging at them with a savage bloodlust in their eyes.

"Unless he didn't want them knowing about the cavalry..." Rupetta muttered as she saw the speed and furry at which the women advanced. They were fast, way too fast. She had seen juicers that moved slower than these. Which meant they were using some stupid assed magic to close the gap. There was no way they could go toe to toe with them as is and hope to survive, nor could they out run them on even footing. It was going to take a certain amount of
Notice
Distracted -2, STS +2
Success (5) No modifier
Notice 1d6!: [5] = 5
Wild Die 1d6!: [3] = 3

Battle
Scholar +2
Raise (8) No wounds
Battle 1d12+2!: [6]+2 = 8
Wild Die 1d6!+2: [3]+2 = 5
, not just going in guns blazing.

"Alright Moe! We're using the terrain to our advantage." She called out to Caiden over the radio. "We've got all terrain capability, and they don't. Those pea shooters are hand held and I think the tank can take it, but those vibro blades at the strength they got will cut us up like butter! Hit the river and drive straight down it! We're gonna make all the noise, shoot all the guns and draw the attention of all of em on us at once so the rest can harry and pick em off!"

Topographical map data showed that the river stayed flat, shallow and rocky for the next several miles, which made it a perfect path for a slowdown against frothing bersekers running after them with single minded purpose. Anyone more focused on the situation and less on the glory of battle would have easily stuck to the sides, used ranged weapons and instead picked off the stragglers instead of the retreating tank. As it was though, it seemed that Rupetta had lucked out in knowing her opponents, or at least lucked out in taking the half cyborgs word for it when he called them as such.

The dumb-bots worked the rail gun and ion blasters, doing a piss poor job of actually hitting any targets. But that wasn't the idea anyhow. The spray of magnetic slugs and wide sand blasts all firing at once created a massive suppression and distraction as the non stop barrage lit up the skies ahead of the APC as if they had been launching fireworks. Drawing the angry attention of nearly all of the women who charged after them through the river.

"The rest of you keep spread out and pick em off, focus any breakaways before hitting the main pack! We'll rendezvous down river! Or in hell, whichever one we end up at after this!" Came the crackled instructions to the rest of her group as the massive tank started comically plowing in reverse through the river, spraying up water and rocks in all directions amid its constant barrage of gunfire. "And someone tell the lizard that I don't see wearin a radio that they don't look like they're in the mood for talking!"
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Lance
Posts: 96
Joined: Fri Jun 29, 2018 9:25 pm

Re: 3.) Messenger Down! (Fargo N.D. Area)

Post by Lance »

OOC Comments
Notice: -2 Scene, +2 Danger Sense, +2 Keen vision/scent
Notice 1d6!!+2: [4]+2 = 6
Wild Notice 1d6!!+2: [5]+2 = 7
Success: No modifier to Fighting

Fighting:
Fighting 1d12!!+3: [8]+3 = 11
Wild Fighting 1d6!!+3: [3]+3 = 6
Raise! No injury.
Lance, nose and eyes sharp as ever, immediately tracks over to the Shemarians as they burst out. He hesitates only a bit--they are ladies, after all--but when Rupetta gives orders, he snaps to attention and begins following orders. Goading Steed forward, he begins to harass and harry any of the berserkers that gets a bit away from the central pack, and even periodically uses the lance to strike at any on the periphery of the cluster itself. The whirring mining head rips through them just fine.

Blood and innards splatter along the river as the enemy finds themselves hunted.
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d10, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 18 (8) or Ranged 22 (12)
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill), Imp. Counterattack
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics (12/14 Strain):
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes, Drill
Bennies: 3/3
  • Q2/19 Adventure Cards:
    Cutting In Line Draw 3 initiative cards and keep the highest.
    Inspiration Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
“Steed” (Heavy Warhorse with Cybernetics)
[list] Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
[*]Fighting d8; Notice d6
[*]Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
[*]Size +3
[*]Kick: Strength +2d6 MD [/list]
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Berk
Posts: 28
Joined: Fri Feb 18, 2022 1:15 pm

Re: 3.) Messenger Down! (Fargo N.D. Area)

Post by Berk »

Stompy Assist
  • Notice: 1d8!!: [2] = 2
    Wild: 1d6!!: [5] = 5
    Result: 5 - Success. +1 to Berk's Notice Roll
Berk Notice (-2 due Distracted, +1 due Stompy... so -1)
  • Notice: 1d8!!-1!!: [7]-1 = 6
    Wild: 1d6!!-1!!: [4]-1 = 3
    Result: 6 - Success. Spot them and get an action roll at no mods.

Stompy Assist with Fighting
  • Fighting: 1d8!!: [6] = 6
    Wild: 1d6!!: [5] = 5
    Result: 6 - Success. +1 to Berk's Roll
Berk Psionics (-> d12+3 due Armor, +1 due Stompy... so d12+4)
  • Psionics: 1d12!!+4!!: [4]+4 = 8
    Wild: 1d6!!+4!!: [3]+4 = 7
    Result: 8 - Success with Raise. 3d6: [4, 5, 2] = 11 ISP used. You have done your job well!


Both Stompy and Berk notice the Berserkers trying to sneak up and are ready. Berk draws upon his inner strength and again enters into a zen-like trance. Seemingly without conscious thought, Berk aims his Storm Rifle at the incoming Berserkers and lets loose with a Whirlwind to knock them around before he starts shooting them. Stompy, on the other hand, seemingly has fun jumping about and landing on the Shemarrians as they ineffectually try to use their weapons on him.
Toughness: 15 (6)
ISP: 32/45
Pace: 5 (d4)
Parry: 4

Bennies: 3 / 3
  • Base
Wounds: None
Fatigue: None
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